POV-Ray : Newsgroups : povray.general : Physically accurate wax simulation : Re: Physically accurate wax simulation Server Time
31 Jul 2024 06:23:40 EDT (-0400)
  Re: Physically accurate wax simulation  
From: Alain
Date: 2 Sep 2007 15:32:53
Message: <46db0fe5$1@news.povray.org>
Burki nous apporta ses lumieres en ce 2007/09/02 13:15:
> Alain <ele### [at] netscapenet> wrote:
>> Charles nous apporta ses lumieres en ce 2007/09/01 19:39:
>>> Hello everyone,
>>>
>>> For a research project, I need to make a physically accurate simulation of
>>> candlewax.
> 
> 
> Hi!
> 
> I made a demo scene with wax this spring (see below).
> 
> The material is slightly altered from the one first provided by Andy Cocker
> in his posting:
>
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
> The media density is very high (seven).
> 
> Perhaps try this, should render in a few seconds.
> 
> 
> Yours,
> Bu.
> 
> 
> Only code follows:
> 
> //////////////////////////////////////////////////////////////////////
> // Persistence of Vision Ray Tracer Scene Description File
> // File: ?.pov
> // Vers: 3.6
> // Desc: Checkered Floor Example
> // Date: mm/dd/yy
> // Auth: ?
> //
> 
> #version 3.6;
> 
> #include "colors.inc"
> 
> global_settings {
>   assumed_gamma 1.0
>   max_trace_level 5
> }
> 
> // ----------------------------------------
> 
> camera {
>   location  <0.0, 0.5, -4.0>
>   direction 1.5*z
>   right     x*image_width/image_height
>   look_at   <0.0, 0.0,  0.0>
> }
> 
> sky_sphere {
>   pigment {
>     gradient y
>     color_map {
>       [0.0 rgb <0.6,0.7,1.0>]
>       [0.7 rgb <0.0,0.1,0.8>]
>     }
>   }
> }
> 
> light_source {
>   <0, 0, 0>            // light's position (translated below)
>   color rgb <1, 1, 1>  // light's color
>   translate <-30, 30, -30>
> }
> 
> // ----------------------------------------
> 
> plane {               // checkered floor
>   y, -1
>   texture
>   {
>     pigment {
>       checker
>       color rgb 1
>       color blue 1
>       scale 0.5
>     }
>     finish{
>       diffuse 0.8
>       ambient 0.1
>     }
>   }
> }
> //
>
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
> 
> #declare Obj_Col = <1, 0.6, 0.2>;
> #declare Obj_Absorption = 1 - Obj_Col;
> #declare Media_Density = 7;    //was 6.5; // must be adapted to size
> #declare SSS_Tex =
>      texture {
>           pigment {
>                rgb Obj_Col
>                filter 1.2 // was 1.0
>           }
>           finish {
>                brilliance 4 // wasn't included from Andy Cocker
>                specular 0.5
>                roughness 0.2
>                ambient 0.2
>                reflection {
>                     0.0,
>                     0.5
>                     fresnel
>                }
>                conserve_energy
>           }normal{ granite 0.2 scale 0.001}
>      }
> #declare SSS_Int =
>      interior {
>           ior  1.3 // close to water
>           // Media with absorption and scattering
>           media {
>                absorption Obj_Absorption*2
>                scattering {
>                               4, // Rayleigh
>                               Media_Density //see above
>                }
>                method 3 // adaptive sampling, is default anyway
>           }
>      }
> 
> #declare SSS_Material =
> material {
>      texture {
>           SSS_Tex
>      }
>      interior {
>           SSS_Int
>      }
> }
> 
> 
> 
> //
> cylinder{
>      <0, -1, 0>
>      <0, 0.3, 0>
>      0.3
>      hollow
>      material {SSS_Material}
> }
sphere{0,0.1 pigment{rgb 0}}
> 
> //end of file
> 
> 
Added:
normal{ granite 0.2 scale 0.001} to the texture of the cylinder.

Added:
sphere{0,0.1 pigment{rgb 0}}

Some improvement.
-- 
Alain
-------------------------------------------------
OK, so what's the speed of dark?


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